Core Premise
Earth was “invaded” without an announcement, without diplomacy, and without a war anyone understood. The occupying force is called The Architects—a human label based on observed behavior: they build, reshape, and overwrite the surface with structures that do not match any known purpose.
Humanity survived by going underground. The surface became a place of expeditions, rumor, and necessity. Two major surface-aligned human factions emerged, each claiming a path to survival—each extracting a price.
Tone & Themes
World Timeline (high-level)
Architect structures appear. Infrastructure fails in waves. The surface becomes unstable.
Population centers evacuate underground. Improvised hubs form. “Burrows” become law.
Surface-aligned factions emerge: one collaborates for access; one “resists” through control.
Reclaimer expeditions become routine. Hazard Zones expand. Rumors of patterns grow louder.
The Architects (player-facing rules)
- No true name: “Architects” is what humans call them. The truth remains unknown.
- Behavior over lore dumps: players learn by observing structures, anomalies, and outcomes.
- Intent is ambiguous: their actions can be read as hostile, indifferent, or experimental.
- They ‘communicate’ through constraints: doors that open only under conditions, spaces that rearrange, patterns that repeat.
Humanity Underground
The underground is the closest thing to “civilization,” but it is not peaceful. It’s a negotiated truce enforced by survival. Burrows function like city-states: governance varies, but rules are strict because failure spreads.
Factions (rep-based, both “bad”)
Use these as placeholders. We can lock names, leaders, and iconography later. The key: both factions offer benefits, and both exploit the player.
Hazard Zones
The surface is divided into regions with escalating instability. Hazard Zones are where “normal rules” start to break. They’re harder, stranger, and more rewarding.
Creatures & Threats
- Human threats: faction patrols, raiders, opportunists, deserters.
- Architect-adjacent entities: drones, constructs, “maintenance” units with unclear priorities.
- Anomaly wildlife: mutated fauna drawn to zones (optional, used sparingly to keep tone grounded).
- Environmental threats: storms, ashfall, electromagnetic events, corrosive air pockets.
Glossary
Expandable Hooks
- Artifact arcs: each major artifact reveals a pattern (not an answer) that points to the next region.
- Faction betrayals: reputation unlocks access, then creates moral debt and consequences.
- Burrow politics: surface actions ripple underground—shortages, votes, crackdowns.
- Weather events: storms that change routes and spawn rare windows for deep runs.